3
Preparing the Adventure ...................... 3
Adventure Structure.............................. 3
Running the Adventure ........................ 3
General Adventure Rules ..................... 4
Non-Player Characters.......................... 4
Table Rating............................................ 4
A Note on Commlinks ........................... 4
Crossing Borders .................................. 4
Contacts .................................................. 5
Tracking Faction .................................... 5
Paperwork ............................................... 5
ADVENTURE BACKGROUND .. 6
PLOT SYNOPSIS ....................... 6
GMS NOTE................................. 6
ADVENTURE TIMELINE............ 6
MEETING DOC JOHNSON........ 7
LONELY APARTMENT.............. 8
CUSTOMIZE MY RIG ................. 9
AT THE HOUSE OF THE EMTS
...................................................... 10
INCIDENTAL BODYGUARDS . 11
IN THE WARRENS................... 12
THE FARM ............................... 13
PICKING UP THE PIECES....... 15
LEGWORK ............................... 16
Comparative Filing ..............................18
PROOFREADERS
Stephen McQuillan, Adam Large,
Aaron Pavao
CHARACTER AND INTERIOR ART
Patrick Sullivan
squinkyproductions@yahoo.com
COVER DESIGN AND MISSIONS LOGO
Andy Coen and Cullen Erbacher
http://www.broomstickfighters.com
MAPS
Andy Coen, Stephen McQuillan
Copyright
2007
by
WizKids,
Inc.
Shadowrun and WK Games are trademarks
and/or registered trademarks of WizKids,
Inc. in the United States and/or other
countries.
Shadowrun
Missions
and
tournament details are part of the campaign
setting sponsored by Catalyst Game Labs.
All Rights Reserved.
This adventure may not be reproduced,
repackaged, or redistributed without prior
approval of Catalyst Game Labs.
Published by: Catalyst Game Labs
PMB 202
303 91st Ave NE, G-701
Lake Stevens, WA 98258
Find us online:
info@shadowrunrpg.com
(Shadowrun questions)
http://www.shadowrunrpg.com
(official Shadowrun website)
http://www.catalystgamelabs.com
(Catalyst Game Labs website)
http://www.catalystdemos.com
(Demo Team website)
http://www.wizkidsgames.com
(WizKids website)
Shadowrun Missions
Critical Care 2
INTRODUCTION
Critical Care is a Shadowrun Missions
campaign adventure. This is only the
adventure portion of Critical Care the
maps, player handouts, sample characters,
and other playing aids are included in
SRM02-15B, Critical Care, Playing Aids.
Preparing the Adventure
Critical Care is intended for use with
Shadowrun, Fourth Edition, and all character
and rules information refers to the fourth
edition of the Shadowrun rules.
Adventure Structure
Critical Care consists of several scenes.
These scenes form the basis of the
adventure, which should be completed in
approximately four hours. If you are running
short on time, you should streamline each
and be a little more generous with clues,
target numbers, and other requirements to
aid in guiding the players through the
adventure.
Each scene outlines the most likely
sequence of events, as well as how to
handle unexpected twists and turns that
inevitably crop up. Each one contains the
following
subsections,
providing
gamemasters with all the information
necessary to run it.
Whats up, chummer? provides a quick
synopsis of the scenes action, allowing you
to get a feel for the encounter at a glance.
Tell it to them straight is written to be
read aloud to the players, describing what
their characters experience upon entering
the scene. You should feel free to modify the
narrative as much as desired to suit the
group and the situation, since the characters
may arrive at the scene by different means
or under different circumstances than the
text assumes.
Behind the scenes covers the bulk of
the scene, describing whats happening,
what the non-player characters are doing,
how they will react to the player characters
actions and so forth. It also covers the
setting of the encounter, going over
environmental
conditions
and
other
properties of the location as well as
providing any descriptions of important
items.
Shadowrun Missions
Critical Care 3
Shadowrun Missions
Class
Green
Streetwise
Professional
Veteran
Elite
Prime
Karma Range
0-19
20-59
60-99
100-159
160-249
250+
A Note on Commlinks
With the change to SR4, commlinks
have become a universal appliance.
Because just about every NPC is going to
have one, they won't always be statted out
in the adventure text. For NPCs who do not
have a statted commlink, assume it has all
necessary ratings at (TR/2) +1 (round-up).
These commlinks will not contain any
valuable paydata.
Crossing Borders
As a city of 4 nations, getting around
Denver can be tricky business. Sometimes a
coyote contact can help the team across a
border. Other times a border crossing may
be an integral part of the adventure. Often,
however, crossing the border is just a minor
step in completing the run and part of
another "day in the life."
To quickly simulate a border crossing,
have all characters make a quick test of
Critical Care 4
Shadowrun Missions
Critical Care 5
Adventure Background
A DocWagon executive, Brent Fuller,
hires the team to investigate a situation
regarding patients that are disappearing.
They are told that the investigation must be
kept absolutely quiet for public relations
purposes. He gives them the files on the
three missing women.
Legwork provides the runners with leads
on a fake DocWagon ambulance, potential
additional victims, and the grunts responsible for the kidnappings.
Eventually, the runners learn about the
Farm a site where metahumans are grown
for organ harvesting. To their horror, they
discover ghouls run the site.
The run
concludes as the team fights their way free
with the survivors while the ghouls or their
associates pursue.
Plot Synopsis
Not long ago, a ghoul mage set up a
metahuman breeding farm for organlegging
and food in the Warrens. When the Vory
arrived, they absorbed his organization.
Since then, the operation has been
streamlined and changed. After adding a
cloning lab, the operation focused on cloning
and growing Ork babies purely for
organlegging.
Its cheaper to grow the
babies naturally than to pay for a vat full of
chemicals.
The operation has run successfully for
well over a year. Recently, the Kirillov Vory
brought a pair of former DocWagon EMTs
on board. They provided information about
Barry Wilson a DocWagon programmer
with a BTL habit. Barry had the access and
Shadowrun Missions
GMs Note
Unlike
most
Shadowrun
Missions
scenarios, this adventure takes place over
the course of several days. In many cases,
the characters may take more than a full
week to complete the scenario. Because of
this, please be aggressive with allowing time
to pass. Try not to let your players dictate
how things are going on a minute by minute
basis. Instead, let things happen over the
course of an afternoon. Further, if the
adventure does take more than a week,
please make sure that characters notate that
on their adventure calendar for lifestyle
tracking.
Adventure Timeline
Critical Care 6
Shadowrun Missions
Critical Care 7
Debugging
If the runners refuse at this point, have
Fuller appeal to their humanitarian side. If
they still refuse, pack up your books as the
run is over when Brent Fuller walks out of
the meet. Walking away from this run earns
each runner one point of notoriety.
Within Five by Five, no one directly
mentions goods that need to be moved,
have been moved or the word smuggling.
This is a place for smugglers to get away
from work but still be amongst people who
understand their unique stressors.
Rules of Etiquette:
No direct mention of work inside the bar.
Leave your trouble at the door and
weapons in the box.
Hard currency and certified cred only.
No secrets and no ghosting allowed.
Anyone who breaks one of the Five by
Five rules will need to buy the house a
round of drinks (100 * TR) to smooth things
over and apologize for the transgression. If
its a weapons or PAN violation, they are
expected to amend the offending behavior.
Shadowrun Missions
Lonely Apartment
Whats up Chummer?
If the characters decide to investigate
any of the victims homes, use this scene.
Theyre not going to find anything
meaningful, but they could dig up some red
herrings.
Critical Care 8
Debugging
Its essential to balance between giving
the players enough rope to hang themselves
and playing within the allotted time. If the
players get horribly off-track or if time is
already tight, bluntly let the players know
that theyre heading down the wrong track.
Conversely, if time isnt an issue, feel free to
let them stir up all sorts of extra trouble here.
Shadowrun Missions
Customize My Rig
Whats up Chummer?
The runners have tracked down Duke,
the mechanic that customized the fake
DocWagon ambulance.
Critical Care 9
Debugging
If Duke is threatened, hell be willing to
accept a smaller bribe. However, once the
runners have gone he will call Fred and Bert
to warn them. They clear out of the house
but call their ganger friends to set up an
ambush. (See At the House of the EMTs.)
Shadowrun Missions
Critical Care 10
Debugging
If the EMTs end up dead, the runners
may find the Berts private journal with a
successful search of the home (Intution +
Perception (5, 15 minutes)). That details the
operation, the address of the Farm and
Barry Winslows involvement.
It takes
another Intuition + Perception (4, 10
minutes) to find this information in the
journal.
Shadowrun Missions
Incidental Bodyguards
Whats up Chummer?
The runners have decided to tail a
possible victim. Whichever woman they
chose to follow is the very next victim of the
kidnappers. Its their lucky day.
Critical Care 11
Debugging
If the runners botch the rescue or alert
Fred or Bert, the team will have two more
chances. However, the EMTs will be on
alert when they make their next snatches.
From this point on, two gangers will be in the
ambulance dressed in poor imitation
DocWagon uniforms. Use Halloweener
Ganger (SR4, p.275), but upgrade their
pistols to Colt Manhunters.
If the PCs focus on trying to find who
drugged the woman, theyre not going to
have any luck. The drug was added to
something she ate or drank hours ago, and
was slow acting. As things stand, without
taking a blood sample from the victim and
running an analysis on it, they wont even be
able to tell what triggered the collapse.
If the characters somehow obtain one of
the victims DocWagon bracelets before she
is kidnapped, they can attempt to hack into
it. Doing so requires a Hardware + Logic
(15, 1 hour), followed by a Hacking + Logic
(10, 1 hour). This will reveal the contact
number for the EMTs and identify Barry
Winslow as the programmer who inserted
the rogue code. The substance that triggers
the rogue code is an exceptionally high
dosage of carbinoxamine (an antihistamine).
In the Warrens
Whats up Chummer?
This optional section contains a few
encounters for the runners if the Mission is
proceeding too quickly and the GM needs to
fill time as they make their way to The Farm.
Its best to select just one of the options, but
if time allows feel free to pursue all three.
Shadowrun Missions
Critical Care 12
The Farm
Whats up Chummer?
The runners have arrived at the Farm, an
abandoned, run-down old school. This is
the finale of the run and is quite dangerous.
It could end with everyone dead if care is not
taken.
Debugging
Shadowrun Missions
Critical Care 13
Shadowrun Missions
Critical Care 14
Debugging
If the players attempt to bluff their way
into The Farm using the fake ambulance,
timing is critical. Arnold knows when to
expect new kidnapping victims. If they show
up shortly after Bert & Fred were to make a
pick-up, the infiltration can go smoothly.
Otherwise, the ghouls will have an ambush
ready and waiting.
If the runners manage to escape, Arnold
starts working to shut down and move The
Farm. Within twenty-four hours, the medical
equipment will have been moved. The older
breeders will be left to the feral ghouls. The
younger ones will be moved to the new
location and the school will be burned to the
ground.
New kidnappings will stop for
several months as the operation goes to
ground and assesses its damage.
If the runners return within twenty-four
hours, they will have one last chance to free
the remaining women. Some of the women
and gear will be loaded into moving trucks,
but none of the trucks will have left yet.
Arnold will have called in a Vory-sponsored
Shadowrunner team to assist with security
during the move. (Select a number of
archetype characters from the SR4 core
rules equal to the number of players as
additional backup.)
Shadowrun Missions
Karma
1 Uncovering the Operation
1 Rescuing the missing clients
1 Rescuing the other breeders
An additional 1-3 points of Karma may be
awarded for good role-playing, a good sense
of humor, or a particularly insightful action.
The maximum adventure award for SRM
characters who played this adventure is 6
karma.
Critical Care 15
Reputation
If the all of the victims are rescued, each
character will earn one (1) point of street
cred and lose one (1) point of notoriety.
Failure to complete the run will earn all
characters one (1) point of notoriety.
If the characters choose to take the ghouls
bribe then they gain two (2) points of
notoriety each.
If the characters play the chivalrous hero
during the In the Warrens scene, they lose
one (1) point of notoriety.
Faction
+1 Faction with Kirillov Vory if they accept
the ghouls bribe.
-1 Faction with Kirillov Vory if the runners
can be identified by either of the EMTs or
anyone at The Farm.
-1 Faction with Godz if they injure any of the
gangers at the EMTs home.
Contacts
A successful run will earn Brent Fuller as
a contact of the characters.
He is
Connection 4 and begins with a Loyalty of 1.
If the characters bribe Matty for more
information at 5x5, they can also earn him
as a contact with a Loyalty of 1. Characters
who already have Matty as a contact, may
instead increase his Loyalty by 1 point to a
maximum of 4.
If the characters hire Duke for a job or
interact with him in a fun way without
threatening him or his livelihood, they may
earn him as a contact at Loyalty 1.
Shadowrun Missions
Legwork
When a PC gets in touch with a contact,
make a Connection + Connection test for
the contact. The results of this test will
determine how many ranks of information
the contact knows about the question.
(Apply die modifiers to this test based upon
relevance of the contact to the subject
matter.)
A PC then makes a test of
Charisma + Etiquette + Loyalty rating. The
contact will reveal that many levels of
information about that topic for free. (Up to
the number of hits scored by the contact for
that topic.) If the contact knows more,
additional information will require a payment
to the contact of 50 * TR.
If the PCs have worked all of their
contacts, and are still missing important
information, they may ask a contact to ask
around. If they do so, have the Contact
make
an
extended
(Connection
+
Connection (20 minutes)) test. Additional
information will be available at a cost of
200 * TR.
A Data Search may also be utilized to
gather information from the following charts.
They may only make a number of Logic +
Data Search rolls times equal to their dice
pool (SR4 p.58). Hits on this extended test
may be substituted per the standard Data
Search chart (SR4 p.220).
Brent Fuller
Any Corporate Contact
Critical Care 16
Shadowrun Missions
Organlegging
Biotech contacts receive +2 bonus dice.
Critical Care 17
Comparative Filing
Reviewing the victim files from Brent can
either be done with a Data Search test, or by
passing the files to a contact with Biotech
skills. If the characters just have the original
files from Brent, refer to the following table:
0. All three are Ork women in their late
teens. Here are their addresses two
in Englewood, one in Parker.
1. All had routines checkup within two
months of their kidnapping.
2. All have rare Immunity and DNA
markers
that
indicate
optimal
parameters for either receiving or
donating tissues for transplants.
The team may wish to recover the file
from SRM02-07 Ounce of Prevention. If
they sold or gave it away after that scenario,
they may recover a copy for 1,000.
Alternatively, a Charisma + Etiquette (2) test
will enable them to retrieve a copy from any
corp or biotech contact for 1500. If they
investigate that file, make have them make
another Data Search test:
0. This file contains full medical records,
employment
history,
and
contact
information for six ork women: Miranda
Miller, Sandra Olinski, Petra Wayne,
Lana Raineer, Peggy Williams, and
Allison Trenton. All are in their late
teens.
1. All have rare Immunity and DNA
markers
that
indicate
optimal
parameters for either receiving or
donating tissues for transplants.
With this information in hand, a character
may make a test against Medicine or inquire
with a Contact who has the appropriate
knowledge skills to learn the following:
1. With these markers, these patients
would be ideal for generating clones for
transplants.
2. A large group of Ork women, with
shorter pregnancies and large litters,
might be ideal for growing newborns to
use to obtain transplant organs.
3. After all, its a lot cheaper to use live
women to grow a child than to go to all
the trouble of cloning them. With these
patients, they could just insert prefertilized embryos, and not bother with
males.
Shadowrun Missions
Cast of Shadows
Brent Fuller
Male Human; Connection Rating: 4
B A R S C I L W ESS INIT IP CM
2 3 3 2 454 5 6
8 1 9
Active Skills: Computer: 4; Con: 4; Data
Search: 4; Etiquette: 4 (Corporate+2);
Intimidate: 2; Negotiation: 4; Perception: 2;
Pistols: 4
Knowledge Skills: Corporate Finances: 4;
Corporate Rumors: 4; Psychology: 3;
Medical Advances: 2
Gear: Actioneer Business Clothing, Colt
Manhunter loaded with gel rounds
A wiry, early-thirties Caucasian, Brent
Fuller, has spent his entire career working
for DocWagon as a mediator recently
switching divisions to increase his career
opportunities by taking over a problem
resolution task group. It was this group that
discovered the current problem that has led
to this attempt to resolve the issue while
protecting
DocWagons
reputation.
DocWagons image is very important to
Brent and he will do almost anything to
protect it whatever the cause. Brent is
something of an idealist even after nearly a
decade of working for DocWagon.
Brent stands just over six feet, weighing
in at somewhere around 170 pounds,
though he is clearly fit. He prefers to wear a
grey business suit with a blue tie that
matches his eyes. He keeps his blonde hair
cut short.
Brent speaks in a calm, measured tone
with a hint of genuine friendliness. He has
something of a casual air when sitting. Even
during difficult negotiations, he can be seen
sitting back his left leg lifted so that it rests
across his right as he leans back, arms
resting across the ankle and knee
respectively of his leg.
Critical Care 18
Brents Guards
Male Human; Connection Rating: 1
B A R S C I L W ESS INIT IP CM
3 3 4 4 3 3 3 5 6
7 1 10
Active Skills: Dodge: 3; Pistols: 2;
Automatics: 4; Unarmed Combat: 3
Gear: Armor Vest, Fichette Security 600,
H&K 227, Stun Baton.
Brent felt that it was expected that
someone operating in his capacity would
have obvious guards, so he brought these
two with him.
If trouble breaks out, they are to get
Brent Fuller out of the meet and to safety or
if they are unable to do so, pin the runners in
place while they keep Brent safe. In both
cases, they will call in a DocWagon HTR
team that Brent has positioned nearby.
Shadowrun Missions
Matty Zorn
Human Male; Connection Rating: 3
B A R S C I L W ESS INIT IP CM
2 3 2 3 432 3 6
5 1 10
Active Skills: Automatics: 3; Electronics: 4;
Gunnery: 4; Pilot Aircraft: 6; Pilot Ground
Craft: 4
Gear: HK MP-5 TX (w/ EX Explosive
ammo), Armor Jacket, Control Rig, Cyber
eyes (Rating 3, w/ Flare Compensation, Low
Light, and Thermographic Vision), Datajack,
Reaction Enhancers (Rating 2), Touchlink
A professional barman who just wants to
be left alone by the syndicates, Matty Zorn
set up shop down in the abandoned subway
developments. He knows people who know
people, and serves as a middleman, never
asking too many questions and just handing
over names and phone numbers. Pushing
forty with a vengeance, the Denver native
doesnt like to worry about everything that
happened before he was born and focuses
on the present, thinking as far forward as
next months supply shipment. 510 and
160 lbs, Matty sells drinks at honest prices
to dishonest men, but they all pay in
advance. Brown hair with red highlights that
give hint at an Irishman several generations
back, the bartender has been a sounding
board often enough that he jokes he should
have been a priest but he liked the drink too
much to give it up.
Critical Care 19
Duke
Troll Male; Connection Rating: 2
B A R S C I L W ESS INIT IP CM
7 3 3 7 234 3 6
6 1 12
Active Skills: Automotive Mechanic: 5;
Computer: 2; Gunnery: 2; Hardware: 4;
Industrial Mechanic: 4; Pilot Groundcraft: 2
Knowledge Skills: Chop Shops: 4;
Vehicles: 4; Troll Thrash Metal: 6
Dukes a happy-go-lucky kind of guy. He
knows loud music, custom bodywork, and
engines. He likes them best in that order.
Hes had his shop up and running for 8
years. During that time, hes been extremely
careful to avoid getting involved with any of
the different criminal syndicates. He pays
his protection money to the Triads and the
Yakuza, but takes whatever work hes
offered by whoever asks for it.
Hes too intensely focused on his core
interests vehicles and music to really
keep up on much else. So, hell be pretty
oblivious to any recent news or politics.
Thats especially true for any news of
shadowy or underworld activities. He just
quietly pursues his passion. Meanwhile, the
syndicates whove hired him in the past
have been impressed enough with his work
to decide to let him continue operating in
whatever way works for him.
Shadowrun Missions
The EMTs
Human Male; Connection Rating: 1
B A R S C I L W ESS INIT IP CM
4 3 3 3 333 3 6
6 1 10
Active Skills: Cybertechnology: 2; First Aid:
3; Medicine: 1, Negotiation: 1; Perception: 2;
Pistols: 2; Unarmed Combat: 1
Knowledge Skills: Biology: 2; Organlegging: 2
Gear: Browning Maxpower, Armored Leather Jacket, Medkit (Rating:5), DocWagon
Uniform
Fred and Bert, as they now call
themselves, otherwise known as Frank Zuffa
and Gary McCormick are in their late thirties.
Both are quite nondescript and most people
would be hard pressed to remember them in
a crowd. They met in high school and
applied to DocWagon together as soon as
they graduated, becoming partners at work
as they are in life. The long hours, the
disillusionment of the streets, and expensive
tastes quickly led them both down a path to
easier money through organlegging. Neither
man has an issue with it, having had any
kindness they once had burned out on the
streets.
When DocWagon fired them, they just
changed operations after the Vory helped
brush everything under the rug. The only
thing these two care about or have
sympathy for are their vices and each other.
If either of their lives are sufficiently
threatened, they will give over to save
themselves though not without asking for a
bribe to tell what they know, so they can
leave Denver immediately.
Fred stands nearly 55 and is quite
stocky with short blonde hair starting to grey
at the edges and deep brown eyes. Bert has
brown hair and blue eyes standing near six
feet with his frame handling his stocky build
somewhat better.
Critical Care 20
Aurora Angels
Tenebrous
Human Female; Connection Rating 2
B A R S C I L W R ESS INIT IP CM
2 2 4 2 355 3 5 6
9 1 10
Matrix Initiative (IP):11 (3)
Skills: Cracking: 3; Electronics: 3; Pistols
(Light Pistols): 1 (+2); Pilot Ground Craft
(Bike): 2 (+2)
Qualities: Technomancer
Living Persona: Firewall: 3; Response: 5
(6); Signal: 3; System: 5; Biofeedback Filter;
(Natural Hardening): 3 (4)
Complex Forms: Analyze: 2; Armor: 3;
Browse: 3; Attack: 4; Deception: 5; Edit: 3;
Decrypt: 3; Scan: 3; Stealth: 5; Track: 4
The Angels lieutenant, Tenebrous was
touched by the resonance only a few
months ago and has spent her time since
then immersed deep within the virtual world
learning the ins and outs of the machine that
she is more comfortable in than her own
body. She loves to exploit her new-found
gifts to play havoc with the gear of anyone
who intrudes on the gangs territory.
With the just slightly darker coloring that
comes
from
southeastern
European
heritage, Tenebrous keeps her hair cut
boyishly short. She knows that in a stand up
fight she will lose every time in the street so
the young girl does her best to cheat and
move from a position where the odds are in
her favor.
Typical Gangers
B A R S C I L W ESS INIT IP CM
3 3 3 3 222 2 5
5 1 10
Skills: Clubs or Chain: 2, Etiquette (Street):
1 (+2), Unarmed Combat: 2, Pilot Ground
Craft (Bike): 1 (+2)
Gear: Club or Chain, Leather Jacket;
Harley-Davidson Scorpion
Shadowrun Missions
Arnold Weiss
Ghoul Male; Connection Rating: 3
B A R S C I L W M ESS INIT IP CM
7 3 5 6 243 5 7 5
9 1 12
Active Skills: Assensing: 2; Conjuring: 3;
Astral Combat: 3; Counterspelling: 3;
Dodge: 2; Etiquette: 1 (Street+2); Pistols: 2;
Infiltration: 4; Perception: 3; Spellcasting: 5;
Unarmed Combat: 3
Knowledge Skills: Cooking: 3; Magic
Background: 3; Organlegging 3
Powers/Weaknesses: As a Ghoul (SR4,
p.292)
Initiate Grade: 2
Metamagic: Masking, Shielding
Gear: Colt Manhunter, Lined Coat,
Summoning Foci (2), Sustaining Focus (5)
Spells: Alleviate Allergy, Astral Armor,
Armor, Clout, Increase Initiative, Levitate,
Lightning Bolt, Manaball, Manabolt, Physical
Barrier, Stunbolt
Arnold Weiss was a prominent mage
who developed a taste for flesh even before
he became a ghoul. Back in 2061, with
Lone Star closing, he fled into one of the
barrens of Boston and was beset by ghouls.
Before he could escape, he was infected
with HMHVV-2. As he hid from the cops, he
spent the next several weeks in agony
transforming into a ghoul. His discipline
training from his magic studies were all that
prevented him from going mad. When he
had recovered, he knew he was done in
Boston. He traveled the country for years
until he arrived in Denver. Here, he set up
and began refining his organlegging
scheme.
Arnold is extremely confident in his
abilities and maintains a calm superiority
during any conversation. He will never
admit to being in an inferior position.
Arnold has 2 Fire Spirits of Force (TR/2
+2) bound to him.
Each owes him 3
services. He is a hermetic mage. His
Sustaining Focus currently maintains a
Force 5 Armor Spell, with 5 hits scored.
Critical Care 21
Feral Ghouls
(Number of PCs x TR of these)
B A R S C I L W M ESS INIT IP CM
8 3 6 7 111 6 7 5
7 1 12
Active Skills: Assensing: 2; Infiltration: 4;
Perception: 2; Unarmed Combat: 4
Powers/Weaknesses: As a Ghoul (SR4,
p.292)
Shadowrun Missions
Critical Care 22